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UnrealEngineUWP/Engine/Source/Developer/LocalizationService/Public/ILocalizationServiceState.h

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Misc/Guid.h"
class ILocalizationServiceRevision;
class ILocalizationServiceState;
typedef TSharedRef<class ILocalizationServiceState, ESPMode::ThreadSafe> FLocalizationServiceStateRef;
typedef TSharedPtr<class ILocalizationServiceState, ESPMode::ThreadSafe> FLocalizationServiceStatePtr;
struct FLocalizationServiceTranslationIdentifier //: TSharedFromThis<FLocalizationServiceTranslationIdentifier, ESPMode::ThreadSafe>
{
FLocalizationServiceTranslationIdentifier()
: Culture(nullptr), Namespace(""), Source("")
{}
FLocalizationServiceTranslationIdentifier(FCulturePtr InCulturePtr, const FString& InNamespace, const FString& InSource)
: LocalizationTargetGuid()
, Culture(InCulturePtr)
, Namespace(InNamespace)
, Source(InSource)
{
}
FGuid LocalizationTargetGuid;
FCulturePtr Culture;
FString Namespace;
FString Source;
};
/**
* An abstraction of the state of a file under localization service
*/
class ILocalizationServiceState : public TSharedFromThis<ILocalizationServiceState, ESPMode::ThreadSafe>
{
public:
enum { INVALID_REVISION = -1 };
/**
* Virtual destructor
*/
virtual ~ILocalizationServiceState() {}
/**
* Get the size of the history.
* If an FUpdateStatus operation has been called with the ShouldUpdateHistory() set, there
* should be history present if the file has been committed to localization service.
* @returns the number of items in the history
*/
virtual int32 GetHistorySize() const = 0;
/**
* Get the text in question
*/
virtual const FString& GetSourceString() const = 0;
/**
* Get the text in question
*/
virtual const FString& GetTranslationString() const = 0;
/**
* Get the culture for which the localization of the text is for
*/
virtual const FCulturePtr GetCulture() const = 0;
/**
* Get an item from the history
* @param HistoryIndex the index of the history item
* @returns a history item or NULL if none exist
*/
virtual TSharedPtr<class ILocalizationServiceRevision, ESPMode::ThreadSafe> GetHistoryItem( int32 HistoryIndex ) const = 0;
/**
* Get the name of the icon graphic we should use to display the state in a UI.
* @returns the name of the icon to display
*/
virtual FName GetIconName() const = 0;
/**
* Get the name of the small icon graphic we should use to display the state in a UI.
* @returns the name of the icon to display
*/
virtual FName GetSmallIconName() const = 0;
/**
* Get a text representation of the state
* @returns the text to display for this state
*/
virtual FText GetDisplayName() const = 0;
/**
* Get a tooltip to describe this state
* @returns the text to display for this states tooltip
*/
virtual FText GetDisplayTooltip() const = 0;
///**
// * Get a unique identifier for the translation this state represents
// * @returns the unique identifier
// */
virtual const FLocalizationServiceTranslationIdentifier& GetTranslationIdentifier() const = 0;
/**
* Get the timestamp of the last update that was made to this state.
* @returns the timestamp of the last update
*/
virtual const FDateTime& GetTimeStamp() const = 0;
/** Get whether this translation is up-to-date with the version in localization service */
virtual bool IsCurrent() const = 0;
/** Get whether this text is known to the localization service */
virtual bool IsKnownToLocalizationService() const = 0;
/** Get whether localization service allows this translation to be edited */
virtual bool CanEdit() const = 0;
/** Get whether we know anything about this files localization service state */
virtual bool IsUnknown() const = 0;
/** Get whether this file is modified compared to the version we have from localization service */
virtual bool IsModified() const = 0;
};